It has to be noted, that whenever you create a map and the editor saves it. If it's not inside ~/.shoot/res/maps, then you need to move it there (from relative to the executable directory from the editor).

Else, you can't choose that map

Also, loved making particle effects! Even tough there are only 3 different types available.

It has to be noted, that whenever you create a map and the editor saves it. If it's not inside ~/.shoot/res/maps, then you need to move it there (from relative to the executable directory from the editor).Else, you can't choose that map

That's weird, are you using the jar or the package ? If you're using the jar, how do you launch it ( double click, command line, from what folder .. ) for the game ? The game is reading from the current directory so if you launch using for instance "java -jar ./download/daedalus.jar" it should try to load from the wrong folder.This is something I may be able to fix .. have to figure out how

That's weird, are you using the jar or the package ? If you're using the jar, how do you launch it ( double click, command line, from what folder .. ) for the game ? The game is reading from the current directory so if you launch using for instance "java -jar ./download/daedalus.jar" it should try to load from the wrong folder.This is something I may be able to fix .. have to figure out how

I was talking about the three smoke textures, but actually I don't even know any other kind of texture which could be useful

There are other textures available, in the emitter click on the texture property ( with the RELOAD button next to it ) to choose the texture to use. The property "texture parts" just underneath is to select what part of the texture is to be used.

I am interesting – you have multiplayer?Hi works on UDP or TCPYou Create local Lan server or Internet Server,If InternetYou use P2P or Own server bridge, or simple Own server like host? Ty

it's full TCP and using kryonet.

The LAN and Internet server actually work exactly the same way. The only difference is that when running an internet server, the server is referenced in a centralized database for other clients to be able to find it, and the ports used are tested to verify that there is no firewall or routing issue.

Then it is a classic model of 1 server with several clients connecting on it. No P2P.

The only downside is that it requires a real graphic card to play. The computer i have at work is equipped with a radeon 3450, it failed to run the game even though it has an i7 for CPU.

I'm a bit surprised, I checked the specs of the video card and it's almost the same as one I'm testing on ( radeon 4550 ) Can you please give more details on what happens ? You can't run the game at all ? ( not even the menu ?) Do you have an error message ? Can you check your home folder in .shoot/0.1.4/daedalus.log to see if there is an exception ?Thanks !

Can you please give more details on what happens ? You can't run the game at all ? ( not even the menu ?) Do you have an error message ? Can you check your home folder in .shoot/0.1.4/daedalus.log to see if there is an exception ?

Nothing happened at all when I clicked daedalus.exe. You can find the exception message below. However it works like a charm on my home pc which has a GTX580.

Will you please make an option (by controls or so) that when you play classic mode (with the other mode I get headaches) you can set off/on the moving screen while rotating... (Its really annoying, gives me more headaches and Im better without)

Isn't it called dynamic screen in official terms?

Thanks for this great experience!

And I hope you will become a millionaire with this, so you can keep making games forever!

@princec: thanks, I think it's getting real close to the awesomeness of droid assault now

@Herjan: I have no idea about an official name but I think I understand what you mean ... and in fact I already implemented it some time ago ( it's just not included in 0.2.1 ). It's another control mode ( so 3 in total ) based on the classic one except that the player is always centered in the screen. Is it what you mean ?

This game gets so much better every update! This was one of the first projects that I saw on this site and I am so happy that you continued to work on it. In fact, you were one of the big motivations in my early development when you said you had only started OpenGL a couple months prior! Thanks for the wonderful game.

Definitely have to zoom the two shots to tell the difference. Seriously purty-looking either way

Look at the boxes in the hallway.

In the first screenshot they kind of look flat, but in the second screen they have depth

yes you're right, in fact the effect is not very noticeable but it helps to have the walls and obstacles to pop up and be more easily identifiable as obstacles. This can be toggled in the options, so it's easier to see the actual difference in game

it includes:- the greyscale fog of war and ambient occlusion (you can toggle them in the graphics options, they are activated by default).- I also completely eliminated memory leaks I had ( a headless server was out of memory after running 2/3 days ... now I have one running for 2 weeks without any growth in memory )- reduced bandwidth usage of the server- changed the player position update in network so that it appears less laggy. The game is now playable with a ping of 100ms. With a ping of 50ms it is almost like in a lan.- new control mode "centered" with the player always in the center of the screen and a fixed angle camera. I don't really recommend it as you have a reduced visibility compared to the bots and to the players using the two other modes ... but anyway

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